Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Sladki on June 23, 2018, 10:19:42 AM

Title: [1.0] Sladki mods
Post by: Sladki on June 23, 2018, 10:19:42 AM
[1.0] Idle Power Consumption: Dropbox (https://www.dropbox.com/s/61w8ow1j1nckjfd/IdlePowerConsumption.zip?dl=1) | Mediafire (http://www.mediafire.com/file/rx8ss3j3rqg10ar/IdlePowerConsumption.zip/file) | Description (https://ludeon.com/forums/index.php?topic=41965.msg443199#msg443199)
[1.0] Storage Tweaks: Dropbox (https://www.dropbox.com/s/uz4mitp960cads9/StorageTweaks.zip?dl=1) | Mediafire (http://www.mediafire.com/file/ar5cvncb3vxbpa1/StorageTweaks.zip/file) | Description (https://ludeon.com/forums/index.php?topic=41965.msg443286#msg443286)
[1.0] Ammo Tweaks for CE: Dropbox (https://www.dropbox.com/s/hmhgnpbn7veiomy/AmmoTweaksCE.zip?dl=1) | Mediafire (http://www.mediafire.com/file/lmznhqd2ioop1z1/AmmoTweaksCE.zip/file) | Description (https://ludeon.com/forums/index.php?topic=47831.0)
[1.0] Bargain Tweaks: Dropbox (https://www.dropbox.com/s/tfx9zr9zph49meb/BargainTweaks.zip?dl=1) | Mediafire (http://www.mediafire.com/file/fccynbbnlv8x6ma/BargainTweaks.zip/file) | Description (https://ludeon.com/forums/index.php?topic=41965.msg454096#msg454096)


All of my mods use Harmony https://github.com/pardeike/Harmony (https://github.com/pardeike/Harmony)
Title: Re: [B18] Idle Power Consumption
Post by: Sixdd on July 19, 2018, 02:07:34 AM
Downloading right now, I'll let you know how it goes with my 200+ modlist ;)
Title: Re: [B18] Idle Power Consumption
Post by: evilcats on July 22, 2018, 07:50:33 AM
any chance on a 1.0 release?
Title: Re: [B18] Idle Power Consumption
Post by: docssy on July 22, 2018, 11:10:55 AM
I think I've downloaded this a while ago for b18. It does work.
Title: Re: [B18] Idle Power Consumption
Post by: Sixdd on July 22, 2018, 10:03:51 PM
So on my modlist of 200+ I've run into no problems whatsoever, this makes every workbench I've built so far run at 20w when idle. Fantastic job!
Title: Re: [B18] Idle Power Consumption
Post by: Sladki on August 02, 2018, 12:21:44 AM
any chance on a 1.0 release?
Yes, but later.
Title: Re: [B18] Idle Power Consumption
Post by: Sladki on August 02, 2018, 01:39:15 AM
Del. ST was here.
Title: Re: [B18] Storage Tweaks, Idle Power Consumption
Post by: Galvenox on August 08, 2018, 02:53:28 PM
hey, is there any chance of getting the unstable version of Idle Power Consumption back on Steam? not sure why but a couple of days ago it just suddenly disappeared. either way, really like the mod and logic it brings.
Title: Re: [B18] Storage Tweaks, Idle Power Consumption
Post by: Sixdd on August 08, 2018, 03:03:09 PM
Just wanted to add my request to update Idle Power Consumption to the unstable branch. Really loved it in B18 :D

Oh also a side note, if you change the 0 at the end of your dropbox links to a 1 it will give a direct download, rather than having to go to dropbox website and find the download button.
Title: Re: [B18] Storage Tweaks, Idle Power Consumption
Post by: Sladki on August 08, 2018, 07:18:41 PM
Just wanted to add my request to update Idle Power Consumption to the unstable branch. Really loved it in B18 :D

Oh also a side note, if you change the 0 at the end of your dropbox links to a 1 it will give a direct download, rather than having to go to dropbox website and find the download button.
Up to date now.
I've thought that they disabled direct download.

hey, is there any chance of getting the unstable version of Idle Power Consumption back on Steam? not sure why but a couple of days ago it just suddenly disappeared. either way, really like the mod and logic it brings.
I have no mods on Steam. Did you mean RePower mod?
Title: Re: [1.0][B18] Storage Tweaks, Idle Power Consumption
Post by: Sixdd on August 08, 2018, 08:52:33 PM
Thanks for the quick update :D
Dropbox didn't disable the direct downloads, they just made their links generate so that they take you to their website to download, unless of course you change the 0 to 1.
Title: Re: [1.0][B18] Storage Tweaks, Idle Power Consumption
Post by: ultra4 on August 08, 2018, 09:35:52 PM
What is the different between this mod and repower? the numbers? or simple the other mod dropped support?
Could you add some info on the original post?
Title: Re: [1.0][B18] Storage Tweaks, Idle Power Consumption
Post by: Sladki on August 08, 2018, 10:30:56 PM
What is the different between this mod and repower? the numbers? or simple the other mod dropped support?
Could you add some info on the original post?
I did not try RePower, so I don't know. I've added some info.
Title: Re: [1.0][B18] Storage Tweaks, Idle Power Consumption
Post by: Sladki on August 11, 2018, 06:11:22 AM
Storage Tweaks 1.0 update.
Title: Re: [B19][B18] Storage Tweaks, Idle Power Consumption
Post by: Sladki on September 04, 2018, 09:10:43 PM
B19 compatible.
Minor fix of the "Local" tweak behaviour.
Title: Re: [B19][B18] Storage Tweaks, Idle Power Consumption
Post by: Sladki on November 02, 2018, 02:24:07 AM
Idle Power Consumption
(https://i.imgur.com/3MDmkgE.jpg)

Description:
Small mod that reduces idle power consumption of devices:

1. Operable devices and machines such as Stoves, Drills, Research Tables and other consume base 20W when not in use by colonist. Some additional energy can be consumed if a device emits light.

2. Auto-Doors consume 10W when idle. Opening or closing doors consume 10x more energy (500W).

3. Auxiliary devices like Multi-Analyzer, Vitals Monitor consume 10W when no one use linked devices and furniture.

Download
[1.0] DropBox (https://www.dropbox.com/s/61w8ow1j1nckjfd/IdlePowerConsumption.zip?dl=1) | MediaFire (http://www.mediafire.com/file/rx8ss3j3rqg10ar/IdlePowerConsumption.zip/file)

[B19] (https://www.dropbox.com/s/4duign5sjsktu2e/IdlePowerConsumption.zip?dl=1)
[B18] (https://www.dropbox.com/s/yem6rttfn5bclb5/IdlePowerConsumption.7z?dl=1)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Should be compatible with other mods. Does not require new save and can be safely deleted from existing.
Title: Re: [1.0][B19] Storage Tweaks, Idle Power Consumption
Post by: Canute on November 02, 2018, 03:55:47 AM
Quote
2. Auto-Doors consume 10W when idle. Opening or closing doors consume 10x more energy (500W).
10x 10W = 100W   50x 10W = 500W

Why you use different idle power usage ? Basicly the pawn detector is the same at every device and need the same amount of power.
Title: Re: [1.0][B19] Storage Tweaks, Idle Power Consumption
Post by: Sladki on November 02, 2018, 06:30:05 AM
Quote
2. Auto-Doors consume 10W when idle. Opening or closing doors consume 10x more energy (500W).
10x 10W = 100W   50x 10W = 500W

Why you use different idle power usage ? Basicly the pawn detector is the same at every device and need the same amount of power.

Unmodified 50W x 10 = 500W

Balance. There can be more doors than worktables on the base, doors are less effective (useful) than worktables.
Demand. Worktables and their inner electrical blocks need more power.

Actually, only auto-door has pawn detector. It's like real devices: you don't need to unplug a power cord to turn off your TV or computer, but when you turn them off just by pressing a button, they still will consume some power. Think that with the mod, colonists will press a button and turn on/off devices automatically, but you can still assign them to plug/unplug a power cord manually.
Title: Re: [1.0][B19] Storage Tweaks, Idle Power Consumption
Post by: alexus30f on November 02, 2018, 07:50:59 AM
Plz update storage tweak for 1.0
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: Sladki on November 02, 2018, 01:15:45 PM
Storage Tweaks

Description:
Tiny mod that allow to tweak storages and hauling:

(https://i.imgur.com/eh5QH6u.gif)
Limit storage capacity per item type.
50% means that half of the storage cell can be filled with items of the same type)

(https://i.imgur.com/g8O5IMt.gif)
Click to see the fullsize motion picture (https://i.imgur.com/o0dmsN6.gif)
Prioritize hauling items to the nearest (to the items) storage.
Radius 16 means that the storage will have Important priority for items not further than 16 cells, even if the storage has Lowest priority normally.

(https://i.imgur.com/0ZbLGLJ.gif)
Click to see the fullsize motion picture (https://i.imgur.com/gn8wjf8.mp4)
Prevent uneffective hauling of small stacks of items.
50% threshold means that if the storage is filled with items of the same type on half or more, it can accept only full stack of items (or as much as a pawn can carry). Otherwise (the storage is more than half empty), the storage will accept items with any quantity.

Download
[1.0] DropBox (https://www.dropbox.com/s/uz4mitp960cads9/StorageTweaks.zip?dl=1) | MediaFire (http://www.mediafire.com/file/ar5cvncb3vxbpa1/StorageTweaks.zip/file)

[B19] (https://www.dropbox.com/s/lnk8uhrwrtwmds9/StorageTweaks.zip?dl=1)
[B18] (https://www.dropbox.com/s/d1g6d4k6fu7ng8l/StorageTweaks_B18.zip?dl=1)

Should be compatible with other mods. Does not require new save and can be safely deleted from existing.

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: zizard on November 02, 2018, 02:57:13 PM
So many players have asked for partial stacks, thanks for making a mod for it.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: temple_wing on November 02, 2018, 06:17:22 PM
Please provide mediafire download. Dropbox is banned by chinese gov.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: Sladki on November 03, 2018, 03:46:54 AM
Please provide mediafire download. Dropbox is banned by chinese gov.
Done.

So many players have asked for partial stacks, thanks for making a mod for it.
There were a mod with variable storage cell capacity per item type already. You are welcome.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: Sladki on November 05, 2018, 04:51:17 PM
1.0.1
 - Possible fix of buildings, that do work internally (like QE Vats) and always consume low power.

1.0.2
 - Fix for Comms Console and Nutrient Paste Dispenser: they consume power for some time after being used now.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: EPD on November 20, 2018, 02:17:06 PM
Hi, today I checked updates via ModSync, and there was 1.0.2.1 build of IdlePowerConsumption waiting for me to download - so I did.
Unfortunately from that point it stopped working for me. I tried updates, fresh clean install, reloading with/without mod - nothing. 100% power consumption all the time. And I don't have previous build anywhere to rollback...

Any ideas? :( Maybe I'm missing something, but im loading mod as last now...
[small edit] - Could you upload 1.0.2 build so I can test if it is problem with build or with my mod collection?
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: Sladki on November 20, 2018, 06:42:40 PM
Hi, today I checked updates via ModSync, and there was 1.0.2.1 build of IdlePowerConsumption waiting for me to download - so I did.
Hi. Do vanilla worktables consume 100%? The mod doesn't affect consumers that have no power or switched off.
Have you tried to test with the new game? Try to create a new game, place an electrical stove and power it, please. Make sure that the mod installed properly (no duplicating directories in the mod folder).

There is no 1.0.2 version. Unfortunately, I don't have 1.0.1 too.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: Canute on November 21, 2018, 03:12:18 AM
You first dropbox link
https://www.dropbox.com/s/61w8ow1j1nckjfd/IdlePowerConsumption.zip?dl=1
show 1.0.2.0 at last at the manifest.xml
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: Sladki on November 21, 2018, 05:24:02 AM
It is the same version, just a typo. The next version will be 1.0.3.x: you can ignore x.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: Canute on November 21, 2018, 08:35:45 AM
Btw. could you maybe move the download links at the first posting ?
It is easyer/faster to find, special since the storage tweak link lead to Idle power.
Title: Re: [1.0] Storage Tweaks, Idle Power Consumption
Post by: EPD on November 21, 2018, 01:29:40 PM
Hi, today I checked updates via ModSync, and there was 1.0.2.1 build of IdlePowerConsumption waiting for me to download - so I did.
Hi. Do vanilla worktables consume 100%? The mod doesn't affect consumers that have no power or switched off.
Have you tried to test with the new game? Try to create a new game, place an electrical stove and power it, please. Make sure that the mod installed properly (no duplicating directories in the mod folder).

There is no 1.0.2 version. Unfortunately, I don't have 1.0.1 too.

FIXED. Apparently Infinite Storage was somehow corrupting Idle Power. I changed mod order so IdlePowerConsumption is after HugsLib, and turned off InfiniteStorage as I didn't use it all.

Thanks for great mod :)
Title: Re: [1.0] Sladki mods
Post by: Sladki on February 22, 2019, 04:17:34 PM
Bargain Tweaks
(https://i.imgur.com/F5hWpwI.jpg)
Buy high, sell low
Description:
Small mod that makes traders prefer some goods over other: every item has random price multiplier in range 0.6-1.4 (configurable).
The mod also has advanced mode, that allows to change how bargain price are calculated.

(https://i.imgur.com/pUj0C7o.jpg)

Download
[1.0] DropBox (https://www.dropbox.com/s/tfx9zr9zph49meb/BargainTweaks.zip?dl=1) | MediaFire (http://www.mediafire.com/file/fccynbbnlv8x6ma/BargainTweaks.zip/file)

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

Mod idea: Kori

Should be compatible with other mods, that don't change trading screen. Does not require new save and can be safely deleted from existing.
Title: Re: [1.0] Sladki mods
Post by: Lupin III on March 24, 2019, 11:53:20 AM
Could the storage tweak settings be added to the things that get copied when you copy and paste the stockpile settings? I have quite a few small stockpiles around my fields to collect the small fruits/veggies with the priority setting for them then to then get hauled as a stack to main storage (it also works very well with industrial rollers). It would be nice if I didn't have to go into the tweak settings when I've already copied the other stockpile settings from an existing one.
Oh, and while we are at it: could you make a tooltip appear when you hover over the settings so it tells you what it is. I know after looking at the description in the forum thread and for some time while using it in game, but after a few days of not playing I got to look up the forum thread again. Or maybe I'm just getting old ;)
Title: Re: [1.0] Sladki mods
Post by: Lupin III on March 24, 2019, 12:08:43 PM
I'm using bargain tweaks, because it mixes things up a little. But it seems to have a problem with the special traders from more faction interaction (https://ludeon.com/forums/index.php?topic=35832.0 (https://ludeon.com/forums/index.php?topic=35832.0)). There are special incident traders that are supposed to pay more for a certain item type. But when they appear they just pay 0.01 for any item. In the tooltip it says "x0.00 (trader type)". I guess that multiplier is coming from your mod and 0, because the mod doesn't know the trader type? Could you take a look at that?
Title: Re: [1.0] Sladki mods
Post by: Sladki on March 29, 2019, 04:01:22 AM
Could the storage tweak settings be added to the things that get copied when you copy and paste the stockpile settings? I have quite a few small stockpiles around my fields to collect the small fruits/veggies with the priority setting for them then to then get hauled as a stack to main storage (it also works very well with industrial rollers). It would be nice if I didn't have to go into the tweak settings when I've already copied the other stockpile settings from an existing one.
Oh, and while we are at it: could you make a tooltip appear when you hover over the settings so it tells you what it is. I know after looking at the description in the forum thread and for some time while using it in game, but after a few days of not playing I got to look up the forum thread again. Or maybe I'm just getting old ;)
Sure, I'll add tooltips and copying.

I'm using bargain tweaks, because it mixes things up a little. But it seems to have a problem with the special traders from more faction interaction (https://ludeon.com/forums/index.php?topic=35832.0 (https://ludeon.com/forums/index.php?topic=35832.0)). There are special incident traders that are supposed to pay more for a certain item type. But when they appear they just pay 0.01 for any item. In the tooltip it says "x0.00 (trader type)". I guess that multiplier is coming from your mod and 0, because the mod doesn't know the trader type? Could you take a look at that?
Could you please point what exactly trader is and a way to make it appear in the game? I've tried to execute "Trader arrival" incident via devmode multiple times, but all traders were normal.
Title: Re: [1.0] Sladki mods
Post by: Sladki on March 30, 2019, 06:51:16 PM
Storage Tweaks: added tooltips for tweak sliders, copying storage settings also copies tweaked settings.
Title: Re: [1.0] Sladki mods
Post by: Kori on April 02, 2019, 04:06:58 AM
Bargain Tweaks works like a charm, thank you! :)
Title: Re: [1.0] Sladki mods
Post by: Lupin III on April 04, 2019, 09:35:03 PM
Could you please point what exactly trader is and a way to make it appear in the game? I've tried to execute "Trader arrival" incident via devmode multiple times, but all traders were normal.

The trigger in dev mode is a map incident "MFI_ReverseTradeRequest", which pops up an event that lets you "finance" their caravan, which then makes a trader appear a day or two later (who in turn should pay more for a certain type of goods, like food or raw materials).
I'm looking at the "More Faction Interaction" XML-files, because I couldn't see it in game anywhere, but as far as I understand (I'm not really a modder), MFI adds four "TraderKindDef"s (MFI_EmptyTrader_Apparel, MFI_EmptyTrader_PlantFoodRaw, MFI_EmptyTrader_Weapons, MFI_EmptyTrader_Medicine). I guess MFI is then filling the traders' inventories programmatically ("MoreFactionInteraction.StockGenerator_BuyCategory" in "stockGenerators").
That's as far as I can go. But don't worry too much about it. I wouldn't really use the MFI traders, even without the bug, because at the point at which I am with my colony I don't need any more silver anyway. But if it is your mod that is causing the issue (I can't guarantee that, but I don't think any of my other mods change traders), I still hope these two mods could be made compatible.
Title: Re: [1.0] Sladki mods
Post by: Sladki on April 26, 2019, 07:11:36 AM
Bargain Tweaks:
Added a modifier of balance instead of just choosing selling price from minimum between buying and selling prices as vanilla does. It depends on difference between buying and selling price modifiers to ensure that a pawn with lower negotiator (social and shit) skill would not sell an item for higher price than another pawn with higher negotiator skill would. The lower the difference the higher the chance to see its effect.
Fixed "trader type price", "trader demand modifier" now depends on it: the higher trader type modifier the lower trader demand modifier effect (configurable).